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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - Claude

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211
General Anim8or Forum / Re: Reference Images
« on: April 29, 2008, 04:57:00 am »
Last year,a user asked if he could use a targa image with an alpha
channel as a reference image.I made a suggestion that seemed
to help.Maybe it could be helpful to you.
http://www.anim8or.com/ubb/Forum1/HTML/015868.html

212
Anim8or v0.98 Discussion Forum / Re: Too many points exporting 3ds
« on: April 28, 2008, 02:45:24 pm »
The 3DS format uses a 2 byte word for the number of vertex,creating
this limitation.

You could split your mesh in 2 using the detach function,but this is
probably unacceptable.

So, have a look at Terranim8or decimation function.(link on the
Resource page of the site) It allows to reduce the number of triangle,
therefore the number of vertex of a mesh with the less possible lost
of quality.Lets hope you don't exceed 65535 too much.

Claude

213
General Anim8or Forum / Re: Cutting bones (possible)?
« on: April 26, 2008, 04:00:43 am »
Maybe the insert bone tool could help.It's under the Build menu.

214
General Anim8or Forum / Re: facets & output formats
« on: April 22, 2008, 03:39:49 am »
Obj format is also available.

If you want to triangulate inside Anim8or,I wrote such a script:

http://www.anim8or.com/ubb/Forum6/HTML/000143.html

215
General Anim8or Forum / Re: Undoing Changes in the Scene Editor
« on: April 21, 2008, 01:59:07 pm »
Menu File/Configure. Check the size of the undo buffer.

216
Anim8or v0.98 Discussion Forum / Re: Faster Renderer!!
« on: April 14, 2008, 11:14:18 pm »
0.97 Preview is a beta version,released to be tested by users
to find bugs allowing Steve to make the necessary corrections.
The Art renderer is in development now.

I suggest you read the introduction text on the v0.97 page
of the site (link on the left) and if you can't deal with a beta
version,you should revert back to a stable version 0.95 or
even 0.96.
 

217
General Anim8or Forum / Re: lower face "poly" count
« on: April 14, 2008, 03:55:08 pm »
If you really want to reduce the poly count,there's a
merge face function under the Edit menu in Point Edit Mode.
If you want to reduce the burden of rendering either on a
videocard or a software renderer then what you need is to
reduce the triangle count.Each face or poly is made of 1
or multiple triangle.Terranim8or has a decimator function
to lower the # of triangle.(link on the Resources page of the site)

218
ASL Scripts / Re: help
« on: April 13, 2008, 03:33:16 pm »
Go to the Scripts page of the site (link on the left) and follow  the Installing Plug-Ins
instructions.

Welcome

219
ASL Scripts / Re: exporting vertice and edge data
« on: April 11, 2008, 03:36:33 am »
Getting the edge data from the face data shouldn't be that difficult.

With this function
int GetFacePointIndex(int faceIndex, int vtxIndex);
you can get the vertex index of all the points of the face.
An edge is defined by 2 points.
The first and second index define the first edge.Second and third define
the second.You go on like this up to the last edge defined by the last
and first vertex.

Make sense?

220
ASL Scripts / Re: exporting vertice and edge data
« on: April 10, 2008, 08:04:17 pm »
Now.I understand.
Problem is that ASL doesn't let you access orphan edge data at the moment.
You're  limited to edge part of faces.

If your mesh is closed.meaning that no edge end is unconnected,then
you could create faces in Anim8or.This would not change the way it looks
in wireframe view and it would allow you to export a list of vertex and
a list of index couple for the edges.Going thru the list of face,you could
mark the edges so you you don't double them.

If not,you'll have to continue working on your An8 file parser.



221
ASL Scripts / Re: exporting vertice and edge data
« on: April 10, 2008, 02:51:18 pm »
On the Scripts page of the site under Object Export Plug-Ins,
you'll find an obj exporter.Study it with the help of the spec.
It exports vertices,indices of the points making the face edges
and a lot more.You'll have to remove what you don't need.

222
General Anim8or Forum / Re: when adding textures
« on: April 09, 2008, 03:43:34 am »
CobraSpectre

Just a precision:

For the shader option to be active,you need a video card supporting
OpenGL 1.4(multitexturing and shader version 1.0).
For the OpenGL renderer to be active,you need a video card supporting
OpenGL 2.0(probably because you need FBO with attached texture).

223
ASL Scripts / Re: Script Request: SKP Import
« on: April 08, 2008, 11:40:14 pm »
Only export script are possible.They are limited to static mesh and text files.

224
ASL Scripts / Re: motion tracking request
« on: March 18, 2008, 04:36:33 am »
AlDi

If you read what CaptSparrow wrote,he doesn't use a script.
He edits the Anim8or file using Notepad.(the scene part)
He also mentions a tutorial showing how to do it.

Then, download the Ic2An8 program here, this converts camera track data into Anim8or camera data, which you can then paste into the scene in Notepad.
http://hanes.250free.com/Ic2An8.zip

A small tutorial on how to add the data into Anim8or is included.

Hope this helps.
Claude

225
Anim8or v0.98 Discussion Forum / Re: Point editing features
« on: March 14, 2008, 03:27:51 am »
For the first point,this should make your life easier.
The script will allow you to snap your points to the point
with the right location and then you merge all of them.
Should minimize moving the points around.

http://www.anim8or.com/smf/index.php?action=dlattach;topic=168.0;attach=125

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